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It's easy to produce an effect like this in a pixel shader, using threshold animation. The idea is that you have a monochrome texture and apply a threshold value to it; wherever the texture is lower than the threshold, the material is colored, and where the texture is higher than the threshold the material is blank. You animate the threshold value from 0 ...


1

This type of accumulated error is usually dealt with by tracking the original point(s) (say, the vertices of a mesh), and their transformation (say, as a matrix or quaternion and scale/translation vectors) separately. When you transform the object, you don't modify the original points. You just update the transformation data. Then a new set of output points ...


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There are a bunch of GL extensions related to ETC2 support: OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_sRGB8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_sRGB8_alpha8_texture The ES3 compatibility extension aggregates those (and ...



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